﻿/************************************************************************************ 
 * Copyright (c) 2008-2012, Columbia University
 * All rights reserved.
 *
 * Redistribution and use in source and binary forms, with or without
 * modification, are permitted provided that the following conditions are met:
 *     * Redistributions of source code must retain the above copyright
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 *     * Redistributions in binary form must reproduce the above copyright
 *       notice, this list of conditions and the following disclaimer in the
 *       documentation and/or other materials provided with the distribution.
 *     * Neither the name of the Columbia University nor the
 *       names of its contributors may be used to endorse or promote products
 *       derived from this software without specific prior written permission.
 *
 * THIS SOFTWARE IS PROVIDED BY COLUMBIA UNIVERSITY ''AS IS'' AND ANY
 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
 * DISCLAIMED. IN NO EVENT SHALL <copyright holder> BE LIABLE FOR ANY
 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 * 
 * 
 * ===================================================================================
 * Author: Ohan Oda (ohan@cs.columbia.edu)
 * 
 *************************************************************************************/

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;

using Microsoft.Xna.Framework.Graphics;

using GoblinXNA.Graphics;

namespace GoblinXNA.Shaders
{
    public interface IShadowShader
    {
        /// <summary>
        /// Gets or sets the shadow map that generates render targets that are necessary for
        /// rendering shadows.
        /// </summary>
        IShadowMap ShadowMap { get; set; }

        /// <summary>
        /// Gets or sets the shadow attribute of the model currently being rendered.
        /// </summary>
        ShadowAttribute Attribute { get; set; }

        /// <summary>
        /// Gets or sets whether the model being rendered is an occluder.
        /// </summary>
        bool IsOccluder { get; set; }

        /// <summary>
        /// Gets or sets the render target.
        /// </summary>
        RenderTarget2D LastLayer { get; set; }

        /// <summary>
        /// Gets or sets the current light index.
        /// </summary>
        int LightIndex { get; set; }

        /// <summary>
        /// Gets or sets the current shadow light index.
        /// </summary>
        int ShadowLightIndex { get; set; }
    }
}
